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I'm starting to think you're just trolling, based on your language. You even quoted my response to someone else.
I've just posted numbers, linked to setups, hit mobs, and used DD gear.
If you're interested in contributing, please do so.

You're free to think whatever you like. But I am contributing: I'm calling out when numbers are biased to prove a point, and to counter that, Rockdizzle has gone to some effort to show "proper" DD, which imo, is far more reasonable (i.e. consistent with someone buffed up and pressing more than Q on a target half way through a parse).

For what it's worth, on the Gan'Kar, 1 crit seems to match about 18 or 24 damage, for high AC and low AC targets respectively.

I'll have to fish around to find out how many attacks per minute on average add dmg affects.

I'm quite confident that 1% crit is worth less than 18 damage, but I could be mistaken. I will put together an add dmg vs crit comparison based on gankar with 2750 MS assuming agent gets a 4.7 damage multiplier, and using all damage procs and the perk setup you've listed. I don't have time to do it for dual wield kick pistol setup unfortunately.

Gankar Rifle at 2750 *MBS 3426 AR*
AS is not factored into calcs as its not always possible to AS every 11 secs

Crit = 2006 dmg
overall dmg gain per crit in 100 hits is 20.06 dmg (100% crit would make it 2006 dmg which is how crit average is calced for anyone who didn't know)
DPM from regs+fling for 1 crit is 772.31

Nah I can comfirm its a new test thing that's gonna require possible retesting of multipliers.

with Pride of the Xan
Test keep with 524 melee dmg and 3562 AR without sphere/insight You hit Guard for 5766 points of melee damage. Critical hit!, 3560 is around where dmg stops increasing.
Live keep with 611 melee dmg and 3117 AR without sphere/insight You hit Guard for 5222 points of melee damage.Critical hit!, AR did not increase with sphere/insight

1.5 AR over 1000
With the patch the preceeded Shadowlands by a few days, FunCom made some drastic changes to the workings of attackrating over 1000. These changes mean that attack rating over 1000 is less effective then sub-1000 AR and proffession specific. To complicate matters further, the proffession specific modifier is not static, it changes with the amount over 1000 too.

So that sounds about right on the PM*NSM since Justinsane was calcing that for MP's earlier this week and complaining that MP's were around 0.7 which meant MP DD was lower given similar AR ratings as other profs.

It also means my estimates are bang on for the post AR multiplier but I've forgotten to add the 1+ for pre-1k multipler...

Nah I can comfirm its a new test thing that's gonna require possible retesting of multipliers.

with Pride of the Xan
Test keep with 524 melee dmg and 3562 AR without sphere/insight You hit Guard for 5766 points of melee damage. Critical hit!, 3560 is around where dmg stops increasing.
Live keep with 611 melee dmg and 3117 AR without sphere/insight You hit Guard for 5222 points of melee damage.Critical hit!, AR did not increase with sphere/insight

check your skill, not your AR please?

I think it might be max beneficial SKILL not max beneficial AR (I can't remember when that switch happened but it was a couple years ago... perhaps it's reverted on test?)

Damage is NEVER added to DOTs. The thing is, things like Piercing Mastery DOTs have a damage value that is exactly equal to the value of the DOT (Hit Health -102 .. -102, then Hit Health -102 .. -102 8 hits, 4.0 second delay as a rough example). It's that first -102 that's added and multiplied and whatnot, not the delayed damage portion.

This applies to Agent procs as well; they have a primer hit (the value of which is actually different than the DOT) and then the DOT immediately fires as it's read in the line. But that DOT never incorporates any modifiers.

There is literally nothing wrong with {Shutdown Skills} in it's current incarnation. What should be being looked at is the reason why it's needed so much. E.g, the incredible amount of Alpha being thrown around and the fickleness of Evade profs.

Originally Posted by Cratertina

I walk in to BS... could not perk people... with 3704 AR and 300 AAD drain... NT facerolled me, shade instagibbed me, after a few minutes I just decided not gonna bother.

Damage is NEVER added to DOTs. The thing is, things like Piercing Mastery DOTs have a damage value that is exactly equal to the value of the DOT (Hit Health -102 .. -102, then Hit Health -102 .. -102 8 hits, 4.0 second delay as a rough example). It's that first -102 that's added and multiplied and whatnot, not the delayed damage portion.

This applies to Agent procs as well; they have a primer hit (the value of which is actually different than the DOT) and then the DOT immediately fires as it's read in the line. But that DOT never incorporates any modifiers.

Thank you for the clarification. It's what I meant - and I am also aware that some dot's actually don't have the "primer" as you called it, and only consist of the "DoT" portion, in which case the add damage doesn't apply at all.

I didn't actually check if any of the dot's like grim reaper have a primer or not, but it will be negligible anyway compared to the perks/waves/trauma procs and obviously toxic shock which contribute a crap tonne of damage boosts.